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If the party deals with dungeon levels by more conventional means. Whenever the threat, Durnan promises to make s ure the deed is they enter a dungeon level designed for characters of a never forgotten but offers no tangible reward. You're not prepared for the danger that lies ahead! S he can't and won't elab- Appendix C of this book contains the Secrets Deck- orate on the nature of the danger that awaits the adven- paper cards for you to photocopy and hand out to the turers or communicate with them in a ny other way, for players when their characters learn reliable information fear of being detected by Halaster.


Powerful divination magic can revealjhesiyra's dis- Any character who spends at least four hours in the embodied presence throughout Undermountain. But Yawning Portal is likely to overhear tall tales about the not even a wish spell or divine intervention will allow Mad Mage and his dungeon.


Not all rumors are to be direct, two-way communication with Halaster's former believed, however, and characters need keen ears and apprentice. If the check succeeds, the character learns a secret about Under- For the sake of avoiding repetitive descriptions, com- mounta in, and the player can draw a card from the Se- mon featu res of Undermounta in are summa rized here.


When the characters meet an NPC in Undermountain Halaster doesn't make it easy for creatures to enter or who knows a fact, have one of the players draw another leave his dungeon.


No spell other than wish can be used card from the Secrets Deck to determine what that NPC to enter Undermountain, leave it, or transport oneself knows about Halaster and his dungeon. These restric- story of jhesiyra Kestellharp, who was one of Halaster's tions apply to magic items and artifacts that have prop- most gifted apprentices until it became clear to her that erties that transport or banish creatures to other planes Halaster was irrevocably insane.


She fled, but Halaster as well. Magic that allows transit to the Border Ethereal, dragged her back to Undermountain and trapped her s uch as the etherealness spell, is the exception to this in the Citadel of the Bloody Hand, a dungeon complex rule.


Undermountain is pulled back into the dungeon upon leaving that plane. Jhesiyra escaped her prison when its wards failed during the Spellplague. To hide from Halaster, she mag- Magic that summons creatures or objects from other ically confined herself in the stones of Undermountain. Any dungeon itself. Halaster is unaware ofjhesiyra's pres- spells cast within such an extradimensional space such as that created by a Mordenkainen's magnificent man- ence but also wonders over her disappearance following the Spellplague.


To that. For example, an earthquake spell A locked or s tuck door can be forced open with a suc- would not trigger a ceiling collapse or create fissures in cessful DC 20 Strength Athletics check.


A creature Undermountain. Doors and furnishings, however, are that fails a check to force open a door can't make not protected in this way. In addition, spells that allow contact with adventure. Most often, he's a distant observer, watching beings from other planes function normally.


Why does he tolerate adventurers in means of sending spells. Any cre ature that tries to con- his home? What's his aim? That's for you to decide. This sidebar outlines several possible goals for Halaster.


His goal can change at any time with- Each time it is contacted in this manner, the nothic re- out explanation; he is the Mad Mage, after all. Other things the nothic night say in Undercommon include Goal 1: Clean House.


Halaster wants adventurers to clear out parts of his dungeon so that he can restock the the following: tunnels with new threats from across the planes. I can't untie it! An irksome lich named Ezzat has Undermountain is made up of a mixture of smooth, taken refuge on level 20, and Halaster wants adventurers worked stone and rough-hewn s tone, with the occa- to destroy the lich and its phylactery.


Halaster has bound sional intruding natural tunnel or cavern. A few levels two genies a dao and a marid to level 19 and uses have exceptional architectural features; for example, them to help adventurers accomplish this goal.


Halaster wants ceilings made of crystal. To that end, his goal CEILINGS is to terrify adventurers and send them screaming back It's helpful to know the height of a ceiling, particularly if to Waterdeep with horror stories that discourage others creatures in the area can climb or fly. The Shadow- room is wide, ofte n higher. If a room's ceiling height is n't dusks were Waterdavian nobles who descended into specified in the text, assume it's the minimum height.


Halaster Tunnels. A tunnel's ceiling is as high as the tunnel is wants to return them to power in the city above and use wide, unless otherwise noted. Most tunnels in Under- them as puppets to rule Waterdeep from below as its mountain are arched and have no visible structural sup- Shadow Lord. Adventurers can thwart Halaster's scheme ports. Exceptions are called out in the text. Halaster is searching for one thick, sturdy wood fitted with iron hinges and handles, or more new apprentices worthy of his time and tute- lage.


He is cultivating talent on level 9, but he's also and protected against moisture by magic. Secret doors paying close attention to other arcane spellcasters who are fashioned of the same material as the surface in enter Undermountain. Of course, once the novelty of which they're set usually stone and require a success- new apprentices wears off, Halaster will likely do the ful DC 20 Wisdom Perception check to locate, unless same thing he's done with all his previous apprentices: noted otherwise.


When they are closed, most doors and teach them ways to mutilate and destroy themselves. Somewhere in the back of his tions are noted in the text. He A one-way door can be manually opened only from has no clue where Jhesiyra might be, but he can't rest one side the other side has no handle or hinges.


A until the mystery of her disappearance is solved and knock spell or similar magic is needed to open a one- she's his prisoner once again. Halaster thinks he can use way door from the "wrong" side. When confronted by a locked door, a character with. Creatures the map. These tunnels can be ignored if you have no peering through the open gate can see the destination desire to expand the dungeon.


If you choose to expand a beyond as though they are looking through an open level by creating new rooms of your own, you can attach doorway into that location.


Dispel magic has no effect on a gate, but a wish spell can permanently destroy a gate or another attempt on the same door unless it has another force it open for up to 1 hour. A gate cannot be damaged creature or a tool such as a crowbar to assist. If the direction in which a door opens becomes Halaster favors three kinds of gates: important, decide for yourself which area the door opens into. Arch Gate. This gate looks like an archway chiseled into a blank wall. Most of the gates in Undermountain are arch gates.


Elder runes are ancient symbols imbued with magical power. With years of study, any creature that can cast Mirror Gate. This gate consists of a wall-mounted mir- the symbol spell can learn an elder rune and add it to ror, ovoid or rectangular, encased in a carved stone the selection of symbols that can be created with the frame. The mirror is 10 feet tall and 5 feet wide unless spell.


Halaster has spent lifetimes studying elder runes, otherwise noted. All the gates leading to and from inventing new ones, and harnessing their volatile magic. He likes to place them throughout Undermountain Standing Gate.


This gate forms between two standing as hazards. Unless otherwise noted, these col- Appendix B presents several elder runes on paper umns are 15 feet tall and spaced 10 feet apart, with a cards that you can photocopy and cut out to create an stone lintel resting horizontally atop them to form a Elder Runes Deck.


When circumstances call for the rectangular opening. Because the gate is freestanding, appearance of an elder rune, a card is drawn from this one can pass through it from either direction.


Halaster usu- called the boon effect and the other harmful called ally has the rune target the first creature that passes the bane effect. The elder rune's creator chooses through the open gate. Every so often, to keep the play- which effect occurs or can randomize it so that a die ers guessing, you can have the rune trigger when the is rolled to determine whether the bane effect odd die second or third creature passes through.


Once an elder roll or the boon effect even die roll is triggered. S ince the creatures that originally carved out Under- A creature doesn't make a saving throw against an mountain had darkvision and Halaster lights his way elder rune's boon effect. Saving throws made to resist by using magic, a reas of the dungeon are unlit unless the bane effect of Halaster's elder rune have a spell otherwise noted.


He can also create gates them and the campaign alive: the characters could awaken that lead into and out of Undermountain, which he uses in an alternate version of the Yawning Portal that is part primarily to restock the dungeon with monsters. His old of a psionically generated simulation ofWaterdeep called gates were destroyed by the Spellplague, but Halaster Alterdeep, created by the ulitharid on level These gates are brought to level 17 of the dungeon by mind flayers or their thralls, and placed in capsules called psipods.


While not s ubject to the restrictions outlined in the "Alter- unconscious and trapped in these psipods, th e characters ations to Magic" section. Over time, they'll notice inconsistencies that sug- a s pecial key, the casting of a spell, or some other act. A legend lore spell or s imilar magic can also and convince it to set them free. For more information on reveal the proper way to open a gate.


Alterdeep and its ulitharid creator, see level Struck by Harria's resemblance to defeat the monsters on this level should gain its creator, the golem has been pressed into service. The Undertakers are aware that bugbears and goblins are spying on them see "Xanathar Guild" below.


A gang of neutral evil human bandits calling themselves They're charged with keeping adventurers from reach- the Undertakers prey on gullible adventurers, demand- ing the lower levels and thereby interfering with guild ing a toll of 10 gp per character for safe passage through business.


With the help of several goblins, the bugbears this level of the dungeon. The bandits have taken over have set up guild watch posts in areas 23, 28, and These disguises devourer implanted in their skull, so that Xanathar can are elaborate and convincing including wigs, theatrical take control of the bandit gang.


The bugbears have been clothing, makeup, fake fangs, and fake nails , but adven- spying on the bandits and will shortly begin testing turers can see through the ruse with a successful DC 14 their defenses. They are frightened by the flesh golem, Wisdom Insight check. The bugbears don't ria Valashtar, were lovers once, but their relationship keep their end of the bargain, but the goblins readily will soured recently. They're fed up with each other, and do so out of self-preservation if all the bugbears and in- each is plotting to eliminate the other and take control tellect devourers are dead.


Barria is the likely winner of this conflict,. A thin layer of sand covers the floor. Hanging Shields. Dented, rusty shields adorn the walls, Monsters wander this level in search of food or trea- which are also covered with graffiti. If your game session needs a jolt, A one-way secret door built into the north wall can't be try using one of the following encounters or an encoun- opened from the south without the aid of a knock spell ter of your own design.


On the north side of the secret Three carrion crawlers, one creeping along the floor door, a human bandit quietly listens at the hole for and two attached to the ceiling, approach the party and sounds of newcomers descending the s haft.


Upon hear- attack the first adventurers to come within reach of their ing creatures enter the area, the bandit retreats to warn mucus-coated tentacles. If a carrion crawler paralyzes its confederates in areas 6, 8, and 9. Characters in the a character with its tentacles, it continues to make bite room can hear the bandit's soft, retreating footfalls with attacks against that character on subsequent rounds as a successful DC 20 Wisdom Perception check.


The carrion crawlers are too stupid and hungry to flee in the face of certain death. Roll percentile dice skulls to claim as trophies. Their constant bickering and consult the Trinkets table in chapter 5 of the Play- can be heard up to 60 feet away, and they flee when er's Handbook to determine the trinket. If one or both goblins are captured, they can lead adventurers to the nearest Xana- SHIELDS thar Guild watch post as well as describe its defenses, Sixty old shields hang on the walls; they break apart since they have observed the comings and goings of the if disturbed in any way.


Written in blood on the wall, guild's goblinoids for some time. The guardian returned to this level after 2. A rune on the shield guardian's head matches Similar staircases descend into the room from foot- a rune inscribed on the back of its amulet.


When the shield guardian sees the characters, it wastes its actions on feeble gesticulations that suggest 2A. It reverts to Bas-Reliefs. Every foot section of wall has a 9-foot- making normal attacks only if one or more characters high, 4-foot-wide, 3-inch-deep door-shaped recess enter its reach and make melee attacks against it.


If the containing a bas-relief carving of a demon. Each relief characters keep their distance and avoid harming the depicts a different kind of demon see below. A kenku skeleton lies on the floor, one of its and wanders off, looking for other denizens to terrorize. Characters who descend into the dungeon from The carvings on the north wall of area 2a depict from the Yawning Portal land in area 1 and can proceed east to west a balor, a barlgura, a chasme, a dretch, from there. The carvings on the south wall depict from west to east a marilith, a 1.


The recessed wall that contains the nalfesh- foot-square room with the following features: nee carving has a secret door leading to area 3. The recessed wall that contains the dretch carving has Exits. The only exit appears to be a tunnel that leads another secret door, which leads to area 4. The dretch south before bending west. There's also a one-way carving has half-inch spy-holes for eyes.


These holes are secret door to the north. Two bugbears hide behind pillars. Each before being scared off by the gray ooze. Unscrewing bugbear is host to an intellect devourer in its and removing the head exposes a hidden, charred skull cavity. The compartment Snake Skeleton. The skeleton of a giant constrictor contains melted wax from candles that were used to illu- snake coils up the top half of the northernmost pillar.


The snake skeleton is harmless and falls apart if dis- WATER turbed, clattering loudly as it hits the floor. The water seeps through cracks in the ceiling of the Warning. The words "Certain death this way! The water is tepid, and not The bugbears detect the approach of adventurers with fit for drinking unless a purify food and drink spell is the aid of the intellect devourers' Detect Sentience trait cast on it.


As intruders approach their location, the bugbears withdraw down the south- 4. An unadorned wooden armor stand rests area 23 of intruders. The bugbears know the perils of in the middle of the room, with a faintly glowing long- the western tunnel area 21 and avoid it. Characters sword stabbed into it.


At the base of the stand lie the whose passive Wisdom Perception scores equal or ex- skeletal remains of a hand, amid stains of dried blood. Echoes of distant voices occasionally hiding or fleeing bugbears. Secret Door. A secret door leading south is obvious Secret Compartment. Inspection of the southern- from this side no ability check required.


It has two most pillar reveals a loose stone in its base. Behind the eye-holes bored into it at a height of 5 feet, allowing a stone is an empty compartment, its contents discovered creature to peer into area 2a beyond. The longsword is easy to remove from the armor 3. A detect magic spell reveals that the sword is magical. It sheds dim light in A secret door opens to reveal an empty foot-square a foot radius.


It also carries a curse that prevents cubicle with a 5-foot-wide tunnel of rough-hewn stone its wielder from dropping it. If the blade is pried from leading away from it. The tunnel descends slightly until its wielder's grasp, it instantly teleports back into the it reaches a room that smells like a sewer. The room wielder's hand. The curse can be ended by casting a re- contains the following features: move curse spell or using similar magic on the sword's Flood.


The floor of the room tilts- its west end is 6 feet wielder, or by chopping off the hand that holds the lower than its east end. Foul sewer water covers the weapon. The skeletal hand on the floor belonged to the floor, barely reaching the east wall but deepening by 1 ore who last held the sword.


A wide alcove in the north wall contains a life. ECHOES size statue of a sahuagin, submerged up to its chest in Vent shafts in the ceiling connect to shop cellars in the sewer water. The statue emits a dim purple radiance, city above. These passages carry voices from Water- its head is completely turned around, and one of its deep, but the sound is distorted so badly that words at arms has broken off and is nowhere to be seen.


A psychic gray ooze lurks beneath the murky If the grills that cover the vent shafts are pried loose, a water, north of the statue. It's invisible while Tiny or gaseous creature could crawl through a shaft to underwater. The floors of the alcoves are littered The purple aura around the sahuagin statue is harm- with the gnawed bones of past meals mostly goblins less, and casting dispel magic on the statue removes and gricks.


The statue's arm broke off long ago and rests now The deep alcoves and black pillars provide cover for against the west wall, concealed beneath the dark water.


As the characters move into the room, they The statue's head is hollow, with holes for eyes and a can spot one or both grells by succeeding on a Wisdom larger hole for its fanged mouth. Further inspection re- Perception check contested by the monsters' Dexterity veals that the head has screw threads and is removable. Stealth checks. The grells are hungry and eagerly pur- sue fleeing prey. They have no treasure.


If the ba ndit keeping an eye on key slotted into a cavity that hides its teeth. The key area 1 through the secret door retreats here with news is easily removed from the fresco and unlocks the of the adventurers' arrival, add that individual to the stone box in area 14b. The bandits are unaware of the forces arrayed here one bandit capta in, six bandits , key's presence. Once alerted, these forces Uktarl keeps his bedroll inside the stone tub, along gather in area 6a and wait for the adventurers to arrive with a set of thieves' tools and enough stolen gear to so they can extort money from them.


On the table are stacks of coins totaling 6A. Standing atop stone plinths in the middle of engraved with dwarven symbols commonly associated the room, facing east, are three 6-foot-tall statues with fertility and sexual potency.


Lying at the base of the cen- Furnish ings. Eight bedrolls are spread out on the floor. Carved into the stone base of each statue is a name: Bandits. Unless they're encountered elsewhere, four hu- Elyndraun south statue , Ruathyndar central statue , man band its sleep in their bedrolls. A doppelganger and Onthalass north statue. These names have been sits on another bedroll, keeping watch.


Each bandit carries ld6 gp in a pouch. The been added in Goblin: Smelly Bottom, Stupid Skull, and doppelganger has no interest in treasure and carries Born Toothless, respectively. A detect magic spell reveals the faintest, lingering trace of magic within both fragments of the staff. The 7. The first These chambers once served as a true vampire's lair.


Crimi- The Undertakers use the crypt to hide from the dungeon nal! If the wailing occurs denizens they can't rob or kill. This hole allowed the ancient Piled up against the west side of this secret door, un- vampire to enter and leave its lair in mist form. This hall has the following features: Bandits.


Unless they have been encountered elsewhere, four members of the Undertakers s it around a decrepit Bedrolls. A dozen empty bedrolls lie on the dusty floor. They play cards using a marked deck that 7 B. CRYPT Uktarl carries around, and each has a stack of coins This area contains a cobweb-draped wooden coffin on the table.


The coffin Fresco. The entire northern wall is one large stone is intact and has an obvious! The coffin's lid is unlocked. A thin layer of grave dirt inside the coffin has been Behind the mountain, carved rays of brilliant sunlight flattened down, suggesting that a creature once slept fan out to the edges of the wall.


A vial of holy water rests atop the dirt. The coffin is Tub. Beneath the mountain fresco, carved into the floor, otherwise empty. Side chambers areas 8b and 8 c serve as a base for mem- others for his failings as a leader. If he takes damage or bers of the Undertakers, who investigate loud noises in sees any of his underlings slaughtered, cowardice com- the throne hall. The others flee to area 8 and team up with any bandits remaining there. Jn the middle of the room lie the bones, try to extort money from passing adventurers.


If that skull, rotted leather wing flaps, and stinger of a doesn't work, they attack until it becomes clear they're wyvern, intermingled with shards of clear crystal. At the south end of this foot-high vaulted reinforcements.


The a large, high-backed throne made of interwoven, doppelganger has a similar pouch, plus a tiger eye gem- bleached bones. Each of the throne's bone armrests stone 10 gp tucked into its boot. Empty torch brackets made of fluted, This corner of the dungeon sees little traffic, though discolored bronze protrude from the walls. Halaster trapped the wyvern in a floating crystal 9 A. The wyvern's Pillars.


Six pillars pockmarked with tiny indentations remains lie alongside the fragments of its crystal- stretch the length of the hall. The indentations held line prison. Bone Throne. The throne is impervious to a ll dam- Alcove. An alcove in the northwest corner contains a age. Its velvet seat cushion serves as the hinged lid of an rusty pile of armor the remains of a suit of animated empty hidden compartment. Whatever treasure the com- armor that was destroyed years ago by adventurers.


During a battle to rid area 12 of giant spiders, the Un- Any creature bitten by a snake must make a DC 13 Con- dertakers lost one of their own. They left his body here stitution saving throw, taking 24 7d6 poison damage to rot. A successful DC 10 Wisdom Medicine check on a failed save, or half as much damage on a successful reveals that the bandit died from spider bites and the one. After each snake makes one attack, the armrests ensuing poison.


The bandit's leather armor is punched revert to their inanimate state until triggered again. The money 8B. Bandit Captain. Unless awakened by loud noises, Har- She Skulls tumble into the hall when the door to this foot- is disguised as a vampire but doesn't wear her fangs square room is pulled open.


The entire room is filled to while sleeping. A fles h gole m under Harria's control stands humanoids who crossed Halaster. Thousands of skulls guard in the middle of the room. Other furnishings include a lit lantern, bre. The cubicle contains nothing else. The trunk is unlocked and contains Helm. A green copper helm with a protective visor lies a disguise kit, as well as a small selection of theater on the floor, draped in cobwebs.


Against the back wall, atop a marble riser, Harria is a greedy, treacherous, and vindictive young stands a slender throne also made of green copper woman who considers herself the world's most under- and covered with cobwebs.


She isn't able to control the Treas ure. There is nothing remarkable about the golem once it goes berserk, and she retreats to area 7 if copper throne or helm, and neither object detects as things turn bleak.


But if a character wears the helm while sitting on the throne, a tube-shaped compartment in the ceiling 8 c. Sitting in chairs a round a long stone table are character's head which the helm conveniently protects. S tatues. Life-size granite statues of human warriors, Lante rns. Two glowing oil lanterns hang from chains facing inward, stand atop two rows of pedestals that above the table. On the table are three disguise kits and three Web-Covere d Ceiling. The ceiling of this long hall is 20 backpacks.


Each backpack is stuffed with 11 days feet high, arched, and lightly obscured by thick webs. Three giant spiders lie dead at various The box's interior is lined with thin sheets of lead to points in the hallway, riddled with crossbow bolts.


Inside the box is the dry, withered heart of a tiefling wizard see area 24b. A detect magic The hall holds thirty-eight s tatues, nineteen in each s pell reveals an aura of necromancy magic around the row.


Their nameplates have been severely chipped or hea rt, while an identify spell or similar magic reveals defaced, as have many of the statues' features. When it does so, the withered heart switches places with the attuned creature's living heart, page 12 on the double door leading to area 16, set to trigger when the doors a re opened.


Draw from the El- which has the effect of killing the creature instantly. The creature's living heart then withers a nd dies, and it der Runes Deck to determ ine which rune appears. The elder rune targets a random creature in this hall and gains the same properties as the tiefling's heart, a llow- within 60 feet of the doors. At the end of this hall is a door leading to an empty foot-square room. A regional effect could manifest in this room or in the hall outs ide, at your discretion see Cobwebs enshroud rows of old weapon racks, many of which have collapsed under their own weight.


A door in the south wall has a handaxe em- bedded in it. Halaster has placed some nasty surprises in this corner of the dungeon. Although its presence might be mistaken for a warn- ing, the handaxe is ordinary and signifies nothing. It can 14A. This room is empty. The north tunnel gradually slopes down 20 fe. The room's domed ceiling is 15 feet high at the ening wheel set into the floor.


Pressing down on a stone edges and 30 feet high in the middle. The dome is pedal previously turned the wheel, but the mechanisms filled with sizzling acid that defies gravity as it floats under the fl oor have seized up with age, a nd the wheel 15 feet above the floor.


An 8-foot-tall statue of a four-armed fish mon- ster a petrified sabuagin baron with no trident Its Manticores. Three manticores dwell here. They imme- webbed hands clutch an ornate, 1-foot-square stone diately attack anyone who isn't Halaster or his "food box with a lid and a keyhole see "Box" below.


At the north end of the east wall is a Makeshift Beds. Three large piles of soiled, torn secret door. Opening the stone box without using the manticores. When the acid falls, Scrying Eye. If the characters leave after killing each creature in the room takes 11 2d10 acid damage.


The acid floods the room to a depth chamber see "Halaster's Lair," page The box can be unlocked and opened while the statue holds it. Prying it from the statue's grasp requires A search of the manticores' nests yields the following: a chain shirt, a flail, a wooden flute 2 gp , a pouch con- a successful DC 20 Strength Athletics check and causes the petrified sahuagin baron to revert to flesh, taining 14 sp and 29 cp, a pouch containing 21 gp, and a s ilver necklace with a bloodstone pendant gp.


The box's key is hidden in area 6c. The box can also be opened with a knock spell or unlocked with thieves' Opening A wide foyer area 17a leads to a desecrated temple that the box without the proper key, however, causes the acid feels more like a tomb area 17b. Two foot-long, 5-foot-wide stone ta- The desiccated corpse of an unusually large basilisk bles stand in the middle of each room, flanked by lies in the middle of the Aoor on its back, its shriveled stone benches.


Hanging Rods. Iron rods designed to hold tapestries Clutched in one of its clawed feet is a transparent orb. The tapestries The basilisk was killed by previous adventurers and have long since turned to dust, leaving the rods bare. Anyone who inspects the corpse discovers that the basilisk died from wounds consistent with weapon 19A.


Two giant centipedes This room reeks. A detect magic spell reveals auras of reside in the corpse. If the basilisk is disturbed, the cen- conjuration magic around the tables. Every day at dawn, tipedes emerge and attack the nearest creature. The basilisk clutches a driftglobe. The crea- tesy of Halaster. Sometime between dawn and dusk, the ture's claw must be pried open to release the globe.


The ceiling is 60 feet high. Eleven lifelike statues in a variety Under one of the tables in this room is a copper tankard of poses are clustered together in the south end of the with a hinged lid 25 gp. These statues are petrified creatures. Alcoves a long the walls once held six statues, 19c.


Inside, the floor. The sixth statue, located in the middle alcove propped against the door, is the maggot-eaten corpse along the east wall, remains intact and appears to be of a female dwarf adventurer wearing tattered leather made of glistening black stone.


The sheen is due to a armor and a matching leather skullcap. In one skeletal black pudding that coats the statue. On a bench in the room is her burglar's pack, stasis by Halaster's magic. The stasis ends and the pud- complete except for the lantern and the Aasks of oil.


The statue's stone features are impossible to discern Once the pudding Set into the wall of a dead-end tunnel is a door made sloughs off, characters who succeed on a DC 15 Intel- of green wood. Mounted on the front of the door is a ligence Religion check realize that the statue depicts cast-iron carving of a smiling, bearded face.


Although Gond, the god of invention. A character who worships vaguely sinister in appearance, the ornament is harm- Gond automatically succeeds on the check. The five top- less, as is the door. A copper crown with six arrowhead-shaped Mirrors.


Niches, each 3 feet deep, line the north and malachite spires 75 gp hangs from one of the carrion south walls. Mounted on the back wall inside each one crawler's stony tentacles. The blackened end of a burnt-out torch lies on the floor in the middle of the corridor. A filthy, foot-square room lies at the end of a long hall, and a putrid stench fills both the room and Five of the sixteen mirrors are magical and radiate au- the hallway.


When a humanoid passes between the two west- ner and attacks interlopers on sight. It can't be surprised ernmost mirrors, a shadowy duplicate of that creature by adventurers who are noisy or who approach with un- emerges from each of those mirrors. These duplicates covered light sources. A Halaster charmed the troll so that once a day it is com- duplicate reduced to 0 hit points or targeted by a dispel pelled to fetch food from area 19a and deliver it to the magic spell vanishes in a wisp of inky smoke.


Other- manticores in area A successful dispel magic cast on wise, each duplicate disappears after 1 minute. The du- the troll DC 15 ends the charmed condition on it but plicates use the s hadow statistics, with these changes: has no effect on its vile disposition. The troll pursues The duplicates are una ligned constructs similar any fleeing prey. Each duplicate's hit points stay the same regardless of the These Unless the watch post is on alert, nine goblins sleep on false mirrors conceal small shelves that are carved into the floor, their weapons and shields in easy reach.


Casting dispel magic on one of The goblins fearfully obey the bugbears in area 23b. The third holds a bronze Goblins and bugbears pass through these rooms often. No creatures live here, however. Two stone pillars with a foot-wide arch be- suggest that adventurers stop here from time to time, tween them support the foot-high ceiling. The room is otherwise empty. Well not really. The maps are double side and laminated so your soft drink will not damage them.


True fact. The maps are in black, white and looks to brown. I just did a side by side compare with Map 26 and it the same size as the book. Appendix B the Runes deck and Appendix C the Secrets deck do have some nice cover art on the backside of the cards. Dungeon of the Mad Mage - New CampaignFull description. Report 'Dungeon of the Mad Mage - ' Your name. These products were created by scanning an original printed edition. Most older books are in scanned image format because original digital layout files never existed or were no longer available from the publisher.


The result of this OCR process is placed invisibly behind the picture of each scanned page, to allow for text searching.